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KSP2 Release Notes
Everything posted by WWEdeadman
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Test landed a supposed-to-be-manned supposed-to-be-rover on Eve. Front wheels burned up, back set of heat shields didn't detach and I landed it in water. Also, this was a "surface outpost" contract, and it didn't count the "on wheels" part as fulfilled. Rare wheels where still in tact, so yeah... (I'm playing on 1.0.4, so I don't know if the contract still wouldn't trigger in 1.0.5, nor whether this would sink (it probably would))
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There are a bunch of mods here on the forums that add new planets or rearrange the Planets in various ways. A few of them are these: - New Horizons: http://forum.kerbalspaceprogram.com/index.php?/topic/102776-105-kopernicus-new-horizons-v17-19nov15-back-in-business/ - Sido's Urania System: http://forum.kerbalspaceprogram.com/index.php?/topic/60733-105-release-08-sidos-urania-system-7-new-planets-and-8-moons/ I don't know of any mods that add a complete other Star system off the top of my head, but you can sure find more like the ones above.
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Landed an RCS driven Hovercraft on Gilly:
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You can't just use a different Unity version. That just won't work. Also, the error you're getting looks like your exe file is called "KSP.exe.exe". Make sure you can see file endings, there is a windows option to turn that on. Google it if you need help finding it. (Alternatively just call the file "KSP" without the .exe, and it should apply the .exe ending the file already has, if you have the file endings hidden.) But again, you need to get the correct unity version for it to work at all.
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This. Seriously, as someone who has 266 steam hours on KSP + at least another 300 on modded non-steam installs, Astroneer doesn't look all that interesting to me. It looks more like a cross of Take on Mars and Minecraft. I can't see this be competition for KSP in any way. Sure, having any sort of actual things to do on Planets and Moons once you landed there, would definitely be a good addition to KSP. However, I don't see it as a crucial thing that needs to be added ASAP.
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I'm pretty sure you can easily return from the Mun without a heatshield. I've aerobreaked and landed a Kerbal on a Klaw, with a completely ablator-depleted 2,5m heatshield from an interstellar trajectory. At 120% heating settings. I think a capsule from Mun back home will be fine, as long as you don't go for a direct impact of Kerbin.
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How far have you gone in Kerbal Space Program?
WWEdeadman replied to Columbia's topic in KSP1 Discussion
Well, I've been to every Planet and Moon in the stock game, and I've shot stuff out of the Solar System. In terms of biggest projects, I'd say: -Multiple attempts at huge Eve return ships, only one of which managed to get off Eve. (But that was so large, the game laggt to 2-3 FPS and I couldn't get the ship off Kerbin and to Eve without Hyperedit, cause the game would crash when I tried to add a launch stage or a transfer tug. -A huge probe package for the Jool system, that had an orbiter + lander for every Moon and an orbiter + atmospheric probe for Jool. -A really huge rescue mission for a contract. A Kerbal stranded in Orbit of the Sun. Below Mohos Orbit. He was called "Scott Kerman" so I couldn't resist rescuing him. And yes, he did come to Kerbin safely. Although rather unconventionally. (Documentation of all of this in my Let's Play videos) -
Apart from the obvious "It's not cheating in a single player game": I find Kerbal Engineer and Kerbal Alarm Clock more of a Quality of Life thing than an actual way of making stuff easier. I could do all math that KER does, but I wanna play the game, not sit in front of a half finished ship calculating deltaV. I could keep track of multiple missions and slow down time warp and calculate transfer windows, but that would be annoying and/or time consuming, so I just use KAC. However, I personally don't find any fun in watching the game play itself, which is why I don't like MechJeb. Also, I personally am past the time in my KSP career in which I go "Let's just try it like that". I got everywhere and back, and I don't like playing for hours to realize I am 100 deltaV short of being able to come home safely or something like that, anymore. I'd rather plan a bit more on the construction, and have a mission go well than just shoot off some random construction I put together to realize it's underpowered in the end. Stuff goes wrong enough even with planning, so these tools just keep it to a minimum. If you like to build "the Kerbal way" and live with the consequences, fine, your gameplay, your time. To me the mods are neither cheating nor un-Kerbal. I can still build something that looks totally "Kerbal", but does the job it was build for.
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This. (10charlimit)
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In terms of just landing, Eve is the easiest thing to land on. Have enough chutes, and you'll be fine. Heat shield depending on the size/weight of your craft. Tylo on the other hand is really a challenge to land on. As for getting back up, Eve is harder.
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There is generally no "reasonable" design to ascend from Eve in the first place, in my opinion. Let alone carrying any amount of dead weight (=ore).
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Nice. I just wanted to make sure the struts don't influence the result. And I sure feel like using the tail conncetor as a nose cone more often after that video...
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I see a lot of strutting work on that first picture. Struts still add their drag and mass to the parent part (as in the part you strut from) even AFTER they disappeared due to staging. We had a pretty large thread about that. Here: http://forum.kerbalspaceprogram.com/threads/122688-Something-doesn-t-seem-right-here?p=1965188&viewfull=1#post1965188 So, I am not sure your results are 100% accurate. I mean, yeah, I'm pretty sure nosecones improve aerodynamics, but I'm not sure the amount of improvement is accurately displayed here. Unless the drag on the struts got fixed somehow, and I just didn't notice.
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Yeah, so I got this contract with Scott Kerman Stranded in a Solar Orbit. I couldn't help but accept it, just so I can have Scott Kerman on my rooster xD The mission would cost about 15000 delta V. I was lucky enough to be able to unlock the Nuke Engine for this, but it still ended up being a ship that runs at under 10 FPS at all times. The Launch of the Tug that had 10k of the 15k delta V needed, launched at 3 FPS from Kerbin. I still need to do the circularization burn and rendezvous, but I am pretty confident I'll make it back with Scott and land him safely. Here is a picture of the Tug and the main rescue ship in Kerbin Orbit: (Don't pay attention to KER dV readouts. It doesn't know I'll ditch the tug when it's emty) If you wanna see the mission, it's part of my KSP YouTube series.
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Hmmm, I actually don't mind that fairing at all .-.
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Welp, I know why I never visit reddit in the first place...
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I'm laughing way too much at the thought of a Kerbal being squshed in one of those probes like "Hmpf. help! ;_; "
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Hey pawn, So, I tested around a bit, but I couldn't get any decouplers to randomly explode in physics warp or time warp. (on x64 1.0.4) Which decoupler is it anyway? Maybe someone else can try to replicate the problems. The only thing that happened for me was that Distant Object Enhancements spammed the log with errors of not finding stuff (Config nodes for parts. See below for example.) and making this happen: That happened after physics warping. Every time I physics warp it would spam the log with the errors. This just a few lines of the errors: I guess those are all parts from mods, so distant object enhancement doesn't know what to do with them? Haven't had anything like that happen before though.
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So to conclude: The workaround is more stable than previous 64 bit versions for SOME people, it still crashes randomly for others, (like for ferram, obviously) which is definitely neither the fault of mod makers, nor the fault of Squad. Unity 4's x64 player just has issues that are beyond Squad or let alone the mod developers to fix. The base game just being glitchy for most of the people who posted here is no coherent prove for a 64 bit KSP windows build to be stable. The same faults in the engine that lead to the minor glitches on the base game (buildings upgrading, astronaut complex flashing up on screen transitions etc.) could be the reason some mods break on it. It could also be other bugs in the engine, that we don't know of. There is no telling what exactly causes the problems, unless you're among the people who developed the engine. As it is, a 64 bit windows build of KSP surely ISN'T stable enough for an official release of a win x64 version. And I hope I speak for all of us if I say: We don't want squad to release a 64 bit version that is that broken. Also, yes, there sure are people who don't understand that the problems with windows x64 KSP are something that is caused by the ENGINE being faulty, not the mods that happen to break on it. And I can absolutely understand that mod devs getting spammed by such people about issues they literally neither caused nor have any option to fix, get upset about that. To anyone who doesn't understand that: Imagine you have a car that is fueld by diesel, and people come around complaining that it breaks if you fill in gasoline. And if you try to explain they go ahead and say: "But it works on that other car, your car must be broken." Might not be the best analogy, but I think it shows pretty well how someone saying mod devs are at fault looks to someone who understands that the engine has bugs that are beyond anyone but the unity people to fix. The entire 64 bit discussion would be irrelevant if the game wouldn't use the ancient system of loading the entire game and all assets into the RAM on start up every time. I don't blame Squad for starting out like that, since the game wasn't originally meant to become so massive and have such a huge modding community. However, somewhere along the line I wish they had implemented a load on demand system or something along those lines. As it is, the stock game by itself already uses a whole lot of RAM, and doesn't leave much room for mods. Even with mods like Active Texture Management there is a limit to modding 32 bit in its current state. (Also I personally don't think compression of textures is a very good solution to the RAM problem, but yeah, we're lacking any better solutions currently) Would such a load system take a lot of work? Probably. Should Squad have implemented such a system already? Definitely In any way, further discussing what one thinks the other side tries to accomplish, or reading accusations and statements into others posts, that they haven't put in there, surely won't help anyone. Anyone who tries this should have read the OP, and should therefore know that this workaround is EXPECTED to have bugs, and that they can't reasonably expect it to consistently work with ANY available mod. (And I intentionally worded it like that. It's not the mod that doesn't work on x64; it's the 64 bit version that doesn't work with the mod) Sadly there is still always going to be people who don't understand that, and will bother mod devs about it, and push squad to make an official 64 bit windows build. As per usual, such vocal minorities cast a shadow on the entire community. Frustrating, yeah, but unless someone invents a way to automatically shut up such vocal minorities we'll have to live with it. I just hope that unity 5 actually fixed the 64 bit issues. Having an actual 64 bit version of the unity editor, and such. Anyway, we'll see about that when they're finished porting to Unity 5, which will be a while.
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What mods would make the perfect future "Stock"-KSP for you?
WWEdeadman replied to maculator's topic in KSP1 Mods Discussions
Stock Bug Fixes, Kerbal Engineer, Waypoint manager and Ambient Light Adjustment. (The last one more for my videos than myself, but still) Also: Environmental Visual Enhancements. -
Honestly, I can't imagine playing the game with a PS4 controller. Anything I do with the Mouse on PC would be akward to do with either the sticks or the touch-pad or motion tracking or really any way of input with the DS4. But anyway, I'll just keep to the PC for this one. Good luck with the PS4 launch though, Squad
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I built this little beauty to bring orbiter and lander probes to Duna and Ike: Also, I rescued a kerbal and his vessle from Minmus Orbit. First rescue that's not from Kerbin Orbit for me.
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http://www.youtube.com/watch?v=L1wDCdtTfNc?t=31m49s This. Spinning that makes no sense, caused by some phantom force, that only sets in when SAS is off. There is literally nothing that should cause this spinning. (I didn't set any trim, and I didn't touch the controls.)
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I don't think so. I don't have a Mac, so I can't check, but as far as I remember from back in 0.23.5 we didn't find a similar workaround for Mac.